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视觉空间工作记忆和注意力控制使得《英雄联盟》游戏的专家玩家、普通玩家和非玩家之间产生了差异。

Visuospatial working memory and attention control make the difference between experts, regulars and non-players of the videogame League of Legends.

作者信息

Valls-Serrano Carlos, De Francisco Cristina, Vélez-Coto María, Caracuel Alfonso

机构信息

Department of Psychology, Catholic University of Murcia, Guadalupe, Spain.

Department of Social Psychology, University of Seville, Seville, Spain.

出版信息

Front Hum Neurosci. 2022 Jul 20;16:933331. doi: 10.3389/fnhum.2022.933331. eCollection 2022.

DOI:10.3389/fnhum.2022.933331
PMID:35937676
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC9351611/
Abstract

Video games have been postulated as an emerging field for studying the cognition-expertise relationship. Despite this, some methodological practices hinder scientific advance (e.g., heterogeneous samples, an ambiguous definition of expertise, etc.). League of Legends (LOL) is a massively played video game with a moderately defined structure that meets the requirements to overcome current study limitations. The aim of this study was to analyze cognitive differences among expert LOL players, regular LOL players, and non-videogame players. A sample of 80 participants was enrolled in three different groups of expertise. Participants were evaluated with behavioral tests of working memory, attention, cognitive flexibility, and inhibition. Kruskal-Wallis tests for group comparison showed that the experts performed significantly better than regular players and non-videogame players in the working memory test. Significant differences were also found between players and non-videogame players in the attention test. Methodological implications for future research in neuroscience and human-computer interaction are discussed.

摘要

电子游戏已被假定为研究认知与专业技能关系的一个新兴领域。尽管如此,一些方法论实践阻碍了科学进步(例如,样本异质性、专业技能定义模糊等)。《英雄联盟》(LOL)是一款广受欢迎的电子游戏,其结构定义适度,满足克服当前研究局限性的要求。本研究的目的是分析专家级《英雄联盟》玩家、普通《英雄联盟》玩家和非电子游戏玩家之间的认知差异。80名参与者被纳入三个不同专业技能组。参与者通过工作记忆、注意力、认知灵活性和抑制的行为测试进行评估。用于组间比较的克鲁斯卡尔 - 沃利斯检验表明,专家在工作记忆测试中的表现明显优于普通玩家和非电子游戏玩家。在注意力测试中,玩家和非电子游戏玩家之间也发现了显著差异。讨论了对未来神经科学和人机交互研究的方法论启示。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6466/9351611/d31f4a09ad96/fnhum-16-933331-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6466/9351611/41ea056e57b4/fnhum-16-933331-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6466/9351611/72cdfee54aa4/fnhum-16-933331-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6466/9351611/d31f4a09ad96/fnhum-16-933331-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6466/9351611/41ea056e57b4/fnhum-16-933331-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6466/9351611/72cdfee54aa4/fnhum-16-933331-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6466/9351611/d31f4a09ad96/fnhum-16-933331-g003.jpg

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